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Global Game-Based Learning Market 2024-2031

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  • Google LLC
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  • Age of Learning, Inc.
  • Badgeville(CallidusCloud)
  • Breakaway Games
  • Bunchball(BI WORLDWIDE)
  • Epic Games
  • Filament Games
  • Fundamentor(Paratus Knowledge Ventures Pvt Ltd)
  • Gametize Pte. Ltd.
  • Kahoot!ASA
  • Lumos Labs
  • Mojang Studios
  • Quizizz, Inc.
  • Recurrence Inc.
  • Six Waves Inc.
  • Tangible Play, Inc.
  • Toolwire Inc.
LSH 24.07.09

Game-Based Learning Market Size, Share & Trends Analysis Report by Type (Location-Based Games, AR/VR Games, and Others), by Application (Critical Thinking & Problem-Solving, Training & Development, and Evaluation), by Platform (Online, and Offline), End-User (IT & Telecom, Retail, Consumer, Manufacturing, and Others) Forecast Period (2024-2031)

Game-based learning market is anticipated to grow at a significant CAGR of 21.4% during the forecast period (2024-2031). Game-based Learning is a framework in which educational content is presented through engaging games and simulations, aiming to motivate learners and make the learning process more enjoyable and effective. Its aspects include core knowledge, interactive experiences, and motivational elements like points, badges, leaderboards, and storylines.

Market Dynamics

Increased Demand for Engaging Learning

Traditional learning methods can sometimes be dry and monotonous. Game-based learning injects fun and interactivity into the process, leading to higher engagement and motivation among learners. This is particularly effective for younger generations who are accustomed to interactive digital experiences.

Increased Technological Advancements

The rise of technologies such as virtual reality (VR) and augmented reality (AR) is revolutionizing game-based learning. These immersive experiences can create realistic simulations and scenarios, further enhancing the learning process. The COVID-19 pandemic had a positive impact on the game-based learning market, accelerating its growth and adoption across various sectors. With the widespread closure of schools, universities, and training centers, there was a significant shift towards online and remote learning solutions, which led to an increased demand for digital educational tools, including game-based learning platforms.

Market Segmentation

  • Based on type, the market is segmented into location-based games, AR/VR games, and others including AI-based games, language learning, skill-based learning, and simulation.
  • Based on application, the market is segmented into critical thinking & problem-solving, training & development, and evaluation.
  • Based on end-users, the market is segmented into IT & telecom, retail, consumer, manufacturing, and others including government, education, healthcare & life sciences.
  • Based on the platform, the market is augmented into online, and offline.

Location-based Game is Projected to Emerge as the Largest Segment

Location-based games (LBG) sub-segment is expected to hold the largest share of the market due to their increased engagement, immersive nature, active learning, collaboration, real-world application, technological advancements, and accessibility. LBGs leverage the real world as the game board, making learning more memorable and engaging. They encourage problem-solving, critical thinking, and teamwork skills. Technological advancements like mobile technology, GPS, and augmented reality (AR) further enrich the learning experience. LBGs are also becoming more accessible, with smartphones and tablets making them more accessible. These technologies enable the integration of real-world locations and physical environments into educational games, creating immersive and interactive learning experiences.

Online Sub-segment to Hold a Considerable Market Share

The online sub-segment currently holds a significant market share in game-based learning due to its accessibility, scalability, cost-effectiveness, and established presence. Online game-based learning solutions are easily accessible through web browsers, mobile apps, and learning management systems, making them cost-effective and accessible to many learners. The market is mature and well-established, with a vast array of solutions catering to diverse learning needs. Advancements in-game mechanics, storytelling, social learning elements, and microlearning and gamified courses are addressing challenges in online learning. Future advancements in technology, such as virtual reality and artificial intelligence, could further enhance the online game-based learning experience.

Regional Outlook

The global game-based learning market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia-Pacific), and the Rest of the World (the Middle East & Africa, and Latin America).

North America Holds Major Market Share

North America's game-based learning market is dominated by factors such as a strong emphasis on innovation, investment in Edtech, early adoption of technology, and focus on personalized learning. The country's robust tech ecosystem, early adoption of technology, and diverse learners make it an attractive option for learning. Game-based learning addresses the growing demand for engaging, interactive, and adaptable learning experiences. It also caters to the rapidly changing job market, requiring skilled and adaptable workforces. Game-based learning can address skills like critical thinking, problem-solving, and soft skills, and offers a more engaging training method. Government initiatives, a strong funding environment, and high disposable income further support the market. The country's tech-savvy population, supportive government policies, and robust funding environment further solidify its position as a leader in the game-based learning market.

Market Players Outlook

The major companies serving the global game-based learning market include Amazon Web Services, Inc., Google LLC, Duolingo, Inc., and Epic Games, among others. The market players are increasingly focusing on business expansion and product development by applying strategies such as collaborations, mergers, and acquisitions to stay competitive in the market.

Recent Developments-

  • In February 2024, Kahoot! announced plans to broaden its mobile apps and online platform to include the Indonesian language. This initiative seeks to provide enjoyable and enriching educational experiences to individuals of all ages in the area while also reaching out to emerging markets. With more than 15 million participants engaging in gameplay over the past year, Kahoot! has solidified its position as a favored platform for interactive learning in Indonesia.
  • In March 2023, Duolingo launched its free-to-use app, Duolingo ABC, to teach English to kids aged 3-8 years in India in a fun and gamified way. The app includes more than 700 bite-sized modules teaching phonics, alphabet, and sight words and is built on a child-friendly interface with no ads and in-app purchases.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Industry Trends
    • 2.2.2. Market Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Amazon Web Service, Inc.
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Duolingo, Inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. Google LLC
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Game-based Learning Market by Type
    • 4.1.1. Location-Based Games
    • 4.1.2. AR/VR Games
    • 4.1.3. AI-Based Games
    • 4.1.4. Language Learning
    • 4.1.5. Others (Skill-Based Learning, Simulation)
  • 4.2. Global Game-based Learning Market by End-user
    • 4.2.1. IT & Telecom
    • 4.2.2. Retail
    • 4.2.3. Consumer
    • 4.2.4. Manufacturing
    • 4.2.5. Others (Government, Education, Healthcare & Life Sciences)
  • 4.3. Global Game-based Learning Market by Application
    • 4.3.1. Critical Thinking & Problem-Solving
    • 4.3.2. Training & Development
    • 4.3.3. Evaluation
  • 4.4 Global Game-based Learning Market by Platform
    • 4.4.1. Online
    • 4.4.2. Offline

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World
    • 5.4.1. Latin America
    • 5.4.2. Middle East & Africa

6. Company Profiles

  • 6.1. Age of Learning, Inc.
  • 6.2. Badgeville (CallidusCloud)
  • 6.3. Breakaway Games
  • 6.4. Bunchball (BI WORLDWIDE)
  • 6.5. Epic Games
  • 6.6. Filament Games
  • 6.7. Fundamentor (Paratus Knowledge Ventures Pvt Ltd)
  • 6.8. Gametize Pte. Ltd.
  • 6.9. Kahoot! ASA
  • 6.10. Lumos Labs
  • 6.11. Mojang Studios
  • 6.12. Quizizz, Inc.
  • 6.13. Recurrence Inc.
  • 6.14. Six Waves Inc.
  • 6.15. Tangible Play, Inc.
  • 6.16. Toolwire Inc.
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